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Author SHA1 Message Date
ehofman
986492d72d Finish what was committed in a broken state yesterday.
Split up main.cxx into a program manegement part (which remains in
main.cxx) and a render part (the new renderer.?xx files). Also turn
the renderer into a small class of it's own. At this time not really
exctining because most of the stuff is still global, but it allows us
to slowly migrate some of the global definitions into the new class.

The FGRenderer class is now managed by globals, so to get the renderer
just call gloabals->get_renderer()

At some pijt it might be a good idea to also turn the remaining code in
main into a class of it's own. With a bit of luck we end up with a more
robust, and better maintainable code.
2004-09-20 13:21:51 +00:00
ehofman
3b3600fd21 Make it compile, link and run again (pfew\!) 2004-09-19 18:34:47 +00:00
ehofman
409dee5a9d Remove unnecessary inclusions of sg.h ans ssg.h 2004-09-19 16:33:38 +00:00
ehofman
4e6a009476 Frederic Bouvier:
Add a select method to FGAircraftModel to draw the aircraft
  or not when calling ssgCullAndDraw on the whole scene.
2004-04-02 14:43:31 +00:00
ehofman
924e95fec2 Frederic Bouvier:
Call sgLoad3DModel from simgear instead of duplicating code.
2004-04-02 14:41:35 +00:00
curt
f7fc455b0d Jim Wilson:
Remove some hardcoded dependencies between fdm, viewer and acmodel classes and
replaced them with property references.   Fix roll offset in viewer.
2004-03-19 03:30:18 +00:00
david
ef12314346 Load submodels before animations, so that we can animate submodels.
Allow submodels to be named when they are loaded.
2004-02-27 03:31:12 +00:00
ehofman
e322c70f52 Depreciate NetworkOLK. A big thanks goes to Oliver Delise for implementing it in the first place. 2003-11-13 14:42:47 +00:00
curt
1d058b0bac Jim Wilson:
This makes it possible to setup multiple cockpit views and have the correct
clipping plane set for rendering the model.
2003-10-22 18:48:31 +00:00
ehofman
980012e168 Move FGEventMgr and FGSubsystemMgr over to SimGear, add SGEventMgr to FlightGear's globals structre and some small code cleanups 2003-09-24 17:20:55 +00:00
curt
9bb782ce72 Added a command line option to specify a starting time of day in the sense of:
--timeofday=dawn
  --timeofday=dusk
  --timeofday=noon
  --timeofday=midnight
2003-09-15 22:55:39 +00:00
ehofman
7249aaea33 Frederic Bouvier:
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.

I decided not to use model-dir because it just add confusion and to build a valid path earlier.
2003-09-13 11:47:30 +00:00
david
fccea06ed3 Roll out last change for now. It kills the mag compass on the default
172, and seems to have unpredictable results depending on the drawing
order.
2003-09-01 22:03:46 +00:00
ehofman
830ce9108c Disable depth buffer writes for 2D insturments. This should prevent z-buffer fighting 2003-08-16 11:35:04 +00:00
ehofman
9b353d3665 Some compiler fixes 2003-06-03 13:51:21 +00:00
ehofman
610aa1997e Build fix for Windows, without it, Windows
version doesn't compile because of the lack of a prerequisite include
2003-05-28 08:26:25 +00:00
curt
3c7bdc31d9 Cosmetic changes for new code moved into simgear to make the naming scheme
better follow simgear conventions.
2003-05-13 03:18:42 +00:00
curt
56db994994 Moved src/Model/loader.[ch]xx and src/Model/model.[ch]xx to
simgear/scene/model/
2003-05-09 20:40:59 +00:00
curt
51c04e9e4c - Added "SG" prefix to sound classes that recently moved to SimGear.
- Cleaned up some minor compiler warnings.
- Moved src/Model/placement.[ch]xx over into simgear/scene/model/
2003-05-09 19:39:48 +00:00
curt
eafdb70890 Remove dependency on model.hxx. 2003-05-09 18:51:16 +00:00
curt
575b3ac98c Working at unraveling and breaking dependencies inside of src/Model.
I split the FGModelPlacement code out into it's own set of source files.
I created two versions of the fgLoad3DModel() routine.  One that is
  unecumbered by a panelnode dependency and one that is.  acmodel.cxx is
  the only place that needs to load an aircraft with instrument panels.
model.[ch]xx are now pretty much free to move over into simgear.
loader.[ch]xx should be able to follow closely behind.
This will be a big step towards being able to move the material management
code over into simgear.
2003-05-08 20:28:46 +00:00
curt
fe7a61d3ff Moved src/Model/*Animation* classes over to simgear. 2003-05-08 16:33:48 +00:00
curt
b85ff8c210 Timed animations now working again. 2003-05-08 15:56:31 +00:00
curt
677ec873be Clean up various dead, depricated, or otherwise unused code. I don't believe
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
2003-05-08 03:29:49 +00:00
curt
2119db35c3 This is step "1" of probably "many" in the process of separating out the
scene management code and organizing it within simgear.  My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies.  Then it will be free to move over into the simgear package.

- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
  in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
  related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
  state (all the globals-> stuff, the flightgear property tree, etc.)  SimGear
  code can't depend on it so that data has to be passed as parameters to the
  functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
  effect throughout the FlightGear code.
2003-05-06 23:46:24 +00:00
ehofman
e46c59d4d0 Add multiplayer support from Duncan McCreanor and Diarmuid Tyson 2003-03-19 20:45:09 +00:00
david
9ff659bba7 Work around G++ 2.95 bug by removing use of STL find() function. 2003-01-01 18:47:50 +00:00
david
71f08e795d Patches from Erik Hofman for SGI compatibility:
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.

I've added a seperate JSBSim patch for the JSBSim source tree.
2002-12-31 18:26:02 +00:00
david
ea98111926 Made it possible to add and remove models programmatically, as
requested by Leon Otte.
2002-12-30 15:44:11 +00:00
david
c5751c7df4 Cleaned up some whitespace. 2002-12-30 15:43:16 +00:00
david
9a3f0c5c19 Irix patch from Erik Hofman. 2002-11-17 12:56:01 +00:00
david
928309d3d1 Cygwin patch from Patrick Staehlin:
To compile the development CVS version of FlightGear(0.9.0) i had to
apply some small changes to SimGear and FlightGear.

The changes need probably some additional ifdefs for other platforms but
since my linux-hd crashed i can't verify that.
2002-11-17 00:42:50 +00:00
david
bd5560605d Patch from Jim Wilson to fix model offsets:
Here's a patch to fix the offsets bug.  The problem was the transform was just
getting added to a local instance rather than being returned by the function.
2002-11-17 00:30:40 +00:00
david
4d1e05804f Patch from Frederic Bouvier:
I have discovered recently that plib has ulIsAbsolutePathName
in ul.lib so you can try this patch.
2002-11-16 22:01:15 +00:00
david
bb9b1ae3c7 Correct offset-deg in a rotate animation so that it is added after the
factor (otherwise, it's not in degrees).

Allow 2D panel inclusions to be named (and further animated).
2002-11-13 16:45:21 +00:00
david
a8f40e0771 Fixed bug in timed update cycling. 2002-11-06 16:04:04 +00:00
david
e9dc716221 Added a new TimedAnimation, using the type "timed" and the property
duration-sec.  This animation may have any number of child objects,
and each one will be displayed for the requested duration before
moving on to the next one.

Added Animation::init for initialization after children have been
added to an animation.

Added a default implementation of Animation::update, and removed all
of the empty ones in derived classes.

Removed tabs from model.cxx.
2002-11-06 15:47:40 +00:00
david
68d44ac103 Removed debug print statements.
Added ability to set a name for an animation and refer to it in
subsequent animations.
2002-11-03 15:48:08 +00:00
david
351a4d5c09 Streamline to create fewer branch nodes. This involves moving some
objects around when an animation specifies more than one object.
2002-11-03 15:42:11 +00:00
curt
72017fc671 Andy Ross:
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios.  This ended up requiring
significant modifications outside of the 3D cockpit code.  Stuff folks
will want to look at:

+ The list of all "3D" cockpits is stored statically in the
   panelnode.cxx file.  This is clumsy, and won't migrate well to a
   multiple-aircraft feature.  Really, there should be a per-model list
   of 3D panels, but I couldn't find a clean place to put this.  The
   only handle you get back after parsing a model is a generic ssg
   node, to which I obviously can't add panel-specific methods.

+ The aircraft model is parsed *very* early in the initialization
   order.  Earlier, in fact, than the static list of allowable command
   bindings is built in fgInitCommands().  This is bad, as it means
   that mouse bindings on the instruments can't work yet.  I moved the
   call to fgInitCommands, but someone should look carefully to see
   that I picked the right place.  There's a lot of initialization
   code, and I got a little lost in there... :)

+ I added yet another "update" hook to the fgRenderFrame routine to
   hook the updates for the 3D panels.  This is only required for
   "mouse press delay", and it's a fairly clumsy mechanism based on
   frame rate instead of real time.  There appears to be delay handling
   already in place in the Input stuff, and there's a discussion going
   on about different mouse behavior right now.  Maybe this is a good
   time to unify these two (now three) approaches?
2002-10-29 19:44:03 +00:00
david
b66a6c75b3 Patch from Frederic Bouvier:
I noticed that textures for scenery static objects are not loaded
anymore for a few weeks.  Static objects have absolute path while
random objects and aircraft have relative path but fgLoad3DModel
unconditionally prepend fg_root to the model path. This patch test the
beginning of the model path to choose if fg_root has to be prepended
to the model path.
2002-10-13 10:43:57 +00:00
david
832d514d05 Added explicit std:: prefix to map to work-around MSVC6 bug reported
by Jonathan Polley.
2002-09-07 13:16:48 +00:00
curt
4f00d9a959 Tidy up the autoconf/automake configuration a bit.
- Removed some old cruft.

- Removed some support for older versions of automake which technically was
  correct, but caused the newer automakes to squawk warnings during an
  initial sanity check (which isn't done very intelligently.)

  NOTE: this fix is technically not correct for older version of automake.
  These older version use the variable "INCLUDES" internally and could have
  them already set to an important value.  That is why we were appending
  our values to them.  However, newer versions of automake don't set this
  value themselves so it is an error to append to a non-existant variable.
  We seem to "get away" with overwriting the value on older versions of
  automake, but if you have problems, consider upgrading to at least
  automake-1.5.
2002-08-25 19:40:04 +00:00
david
0ebe8ec8f0 Removed the FG3DModel class and replaced it with fgLoad3DModel.
Animations are now contained within the scene graph itself and are
updated whenever the graph is traversed -- that saves time by not
updating animations not currently in sight, and it allows animations
to be used for static objects and random objects as well.

Added new FGModelLoader and FGTextureLoader classes.  These are intern
tables for models, to guarantee (mostly) that no model is loaded more
than once.  FGTextureLoader is not yet used anywhere, but
FGModelLoader is now in place everywhere that ssgLoad* used to be
used (thus adding the ability to use animations).

In the future, FGModelLoader will add some interesting functionality,
including the ability to reload 3D models on the fly.
2002-08-07 01:34:49 +00:00
david
973ffbf289 Patch from Cameron Moore:
* Fixed (un)signed comparisons
2002-07-18 22:32:50 +00:00
david
b3bb53b67f Fix a bug reported by Frederic Bouvier:
GL/gl.h can't be included at the first position in windows. It requires
the inclusion of windows.h that must be included in other fgfs header
file. I only move down #include <GL/gl.h>
2002-07-03 04:09:27 +00:00
david
b53cd9c59f 3D panel support from Andy Ross:
+ The panel(s) are now an first-class SSG node inside the aircraft
  scene graph.  There's a little code added to model.cxx to handle the
  parsing, but most of the changes are inside the new FGPanelNode
  class (Model/panelnode.[ch]xx).

+ The old FGPanel source changed a lot, but mostly cosmetically.  The
  virtual-cockpit code moved out into FGPanelNode, and the core
  rendering has been abstracted into a draw() method that doesn't try
  to set any OpenGL state.  I also replaced the old inter-layer offset
  code with glPolygonOffset, as calculating the right Z values is hard
  across the funky modelview matrix I need to use.  The older virtual
  panel code got away with it by disabling depth test, thus the "panel
  draws on top of yoke" bug.  PolygonOffset is really the appropriate
  solution for this sort of task anyway.

+ The /sim/virtual-cockpit property is no more.  The 2D panels are
  still specified in the -set.xml file, but 3D panels are part of the
  model file.

+ You can have as many 3D panels as you like.


Problems:

+ The mouse support isn't ready yet, so the 3D panels still aren't
  interactive.  Soon to come.

+ Being part of the same scene graph as the model, the 3D panels now
  "jitter" in exactly the same way.  While this makes the jitter of
  the attitude gyro less noticeable, it's still *very* noticeable and
  annoying.  I looked hard for this, and am at this point convinced
  that the problem is with the two orientation computations.  We have
  one in FGLocation that is used by the model code, and one in
  FGViewer that is used at the top of the scene graph.  My suspicion
  is that they don't agree exactly, so the final orientation matrix is
  the right answer plus the difference.  I did rule out the FDMs
  though.  None of them show more than about 0.0001 degree of
  orientation change between frames for a stopped aircraft.  That's
  within an order of magnitude of what you'd expect for the
  orientation change due to the rotation of the earth (which we don't
  model -- I cite it only as evidence of how small this is); far, far
  less than one pixel on the screen.

[and later]

OK, this is fixed by the attached panel.cxx file.  What's happened is
that the winding order for the text layer's polygons is wrong, so I
reverse it before drawing.  That's largely a hatchet job to make
things work for now, though.  We should figure out why the winding
order is wrong for only text layers and fix it.  I checked the plib
sources -- they're definitely doing things CCW, as is all the rest of
the panel code.

Odd.  I'm also not sure why the 2D panel doesn't care (it works in
both winding orders).  But this will allow you to check in working
code, anyway.  There's a big comment to this effect in there.
2002-06-28 14:17:40 +00:00
david
6df9479415 Allow an empty virtual model, to which other submodels can be attached
(when no path is specified).
2002-06-19 03:25:40 +00:00
david
9569c43126 Avoid a segfault when a named object is not found for an animation.
Ensure that global animations are applied to the model.
2002-06-19 02:58:06 +00:00
david
a74c184cfb Separate the model geodetic position and orientation into a separate
class, FGModelPlacement, while FG3DModel retains control of animation.
This way, we can have a single, top-level placement, but multiple
layers of nested models underneath.  To include a nested model, use
something like this in the XML wrapper:

  <model>
   <path>Models/Stuff/my-component.xml</path>
   <offsets>
    <roll-offset-deg>45</roll-offset-deg>
   </offsets>
  </model>
2002-06-10 13:20:26 +00:00